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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ASESampleShaders/ReflectRefractSoapBubble"
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{
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Properties
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{
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[HideInInspector] __dirty( "", Int ) = 1
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_Opacity("Opacity", Range( 0 , 1)) = 0
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_SoapAmount("Soap Amount", Range( 0 , 1)) = 0
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_Specular("Specular", Range( 0 , 1)) = 0
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_IndexofRefraction("Index of Refraction", Range( -3 , 4)) = 1
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_Smoothness("Smoothness", Range( 0 , 1)) = 0.8
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_Foam("Foam", 2D) = "white" {}
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_TextureSample3("Texture Sample 3", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[Header(Refraction)]
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_ChromaticAberration("Chromatic Aberration", Range( 0 , 0.3)) = 0.1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Transparent+0" }
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Cull Back
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GrabPass{ "RefractionGrab0" }
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CGINCLUDE
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#include "UnityShaderVariables.cginc"
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float3 worldNormal;
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INTERNAL_DATA
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float3 worldPos;
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float2 uv_texcoord;
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float4 screenPos;
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};
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uniform float _Specular;
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uniform sampler2D _TextureSample3;
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uniform sampler2D _Foam;
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uniform float4 _Foam_ST;
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uniform float _SoapAmount;
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uniform float _Smoothness;
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uniform float _Opacity;
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uniform sampler2D RefractionGrab0;
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uniform float _ChromaticAberration;
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uniform float _IndexofRefraction;
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void vertexDataFunc( inout appdata_full v, out Input o )
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{
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UNITY_INITIALIZE_OUTPUT( Input, o );
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float3 temp_cast_0 = ( ( cos( ( ( 5.0 * v.vertex.y ) + _Time.y ) ) * 0.015 ) + ( sin( ( ( 5.0 * v.vertex.y ) + _Time.y ) ) * 0.005 ) );
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v.vertex.xyz += temp_cast_0;
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}
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inline float4 Refraction( Input i, SurfaceOutputStandardSpecular o, float indexOfRefraction, float chomaticAberration ) {
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float3 worldNormal = o.Normal;
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float4 screenPos = i.screenPos;
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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float halfPosW = screenPos.w * 0.5;
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screenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW;
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#if SHADER_API_D3D9 || SHADER_API_D3D11
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screenPos.w += 0.0000001;
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#endif
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float2 projScreenPos = ( screenPos / screenPos.w ).xy;
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float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
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float3 refractionOffset = ( ( ( ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) ) * ( 1.0 / ( screenPos.z + 1.0 ) ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) ) );
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float2 cameraRefraction = float2( refractionOffset.x, -( refractionOffset.y * _ProjectionParams.x ) );
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float4 redAlpha = tex2D( RefractionGrab0, ( projScreenPos + cameraRefraction ) );
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float green = tex2D( RefractionGrab0, ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g;
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float blue = tex2D( RefractionGrab0, ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b;
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return float4( redAlpha.r, green, blue, redAlpha.a );
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}
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void RefractionF( Input i, SurfaceOutputStandardSpecular o, inout fixed4 color )
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{
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#ifdef UNITY_PASS_FORWARDBASE
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color.rgb = color.rgb + Refraction( i, o, _IndexofRefraction, _ChromaticAberration ) * ( 1 - color.a );
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color.a = 1;
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#endif
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}
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void surf( Input i , inout SurfaceOutputStandardSpecular o )
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{
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o.Normal = float3(0,0,1);
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float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
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float4 temp_cast_0 = _Specular;
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float2 uv_Foam = i.uv_texcoord * _Foam_ST.xy + _Foam_ST.zw;
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float2 temp_cast_1 = ( ( tex2D( _Foam,(abs( uv_Foam+(_SinTime.x*0.5 + 0.5) * float2(1,1 )))).r + ( abs( (uv_Foam.x*2.0 + -1.0) ) * 0.5 ) ) + _Time.x );
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o.Specular = ( ( 1.0 - saturate( ( pow( dot( WorldNormalVector( i, float3(0,0,1) ) , worldViewDir ) , 2.0 ) - 0.1 ) ) ) * lerp( temp_cast_0 , saturate( tex2D( _TextureSample3,temp_cast_1) ) , _SoapAmount ) ).xyz;
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o.Smoothness = _Smoothness;
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o.Alpha = _Opacity;
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o.Normal = o.Normal + 0.00001 * i.screenPos * i.worldPos;
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}
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ENDCG
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CGPROGRAM
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#pragma multi_compile _ALPHAPREMULTIPLY_ON
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#pragma surface surf StandardSpecular keepalpha finalcolor:RefractionF exclude_path:deferred vertex:vertexDataFunc
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_instancing
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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# include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float3 worldPos : TEXCOORD6;
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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float4 texcoords01 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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vertexDataFunc( v, customInputData );
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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fixed4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.texcoords01.xy;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandardSpecular o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=5005
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Node;AmplifyShaderEditor.RangedFloatNode;42;1408,1088;Float;False;Property;_Opacity;Opacity;3;0;0;0;1
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ASEEND*/
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//CHKSM=540670CE8DB5C674C8EF8A5C4884C681FF275FA1
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